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Tanatoy

ST 0.10.4, changes to commander's skills

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We talk about the first changes in the updated commander system and share our future plans.

 

Read more.

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

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3 minuti fa, Tanatoy ha scritto:

We talk about the first changes in the updated commander system and share our future plans.

 

Read more.

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

i like this :D

deadeye one is a very good replacement in my opinion!

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Can't wait to use my 45 knt undetected Georgia.

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Glad Dead eye is dead.

Swift in silence is probably not that useful; for most battleships.

 

Fearless brawler is a nice buff for probably every gunboat DD now.

 

Super heavy AP for destroyers is good for the new german DD line and Fenyang, Jutland and Daring.

 

Enhanced reactions now looks like a very good skill for carriers. Perhaps giving fighter cover to your friendly ships will work now?!

 

Secondaries have been left alone but the lack of dead eye will make specing into them a little less painful.

 

 

 

 

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whatever....Dead eye Replaced by a skill one or 2 ships can get benefit from, why not just +5 knots if you think its a skill for bbs... And now the ships that actually became playable with dead eye is now trash again. Italian bbs espessially.. Rushed weird changes, incompetence shown once again..

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Proprio ora, MyopicHedgehog ha scritto:

So free respec?

nope, only:

With the release of 0.10.4, all commanders who have learned "Dead Eye" will have battleship skills reset for free. Skills of other classes won't be reset.

 

so only your captains that have learned dead-eye (regardless of where they are) will have the battleship skills reset, the rest will remain as it is

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MY KHABAROVSK LOVES YOU WG !!!!

 

And soon to be Daring as well ...

 

I just hope you'll remove the penalty from DD Switft in Silence as well ...

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Commander rework excuse : bring more variety for ships with new skills and ideas to the community and add that secondary specs is less good now.

 

V A R I E T Y ... a mythological word lost in translation from the great commissars of new Soviet Kremlin Univesrity

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So now this mythical variety will come in glory.:Smile_facepalm:

Or not, as nearly all Bbs will play tank build, and other classes can't re-spec anyway without paying.:Smile_coin:

And that is the only and main reason for skill rework.:Smile_coin:

 

Wee Greedy at its best :Smile_sad:

 

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Spoiler

In Update 0.10.4, we plan to make the following balance changes:

 

Cruiser's skills

"Survivability expert"

The hit point bonus for each ship tier has been increased from 350 to 450.

The enhanced skill has increased its hit point bonus from 400 to 500.

 

Destroyer's skills

"Extra Heavy AP Shells"

Damage of main battery AP shells increased from 5 to 7.5%

 

"Fearless Brawler"

Removed the penalty to the ship's detectability.

 

Aircraft Carrier's skills

"Enhanced Reactions"

The 25% penalty to the action time of the "Patrol Fighters" or "Interceptor" consumables has been replaced with a 25% bonus.

 

Battleship's skills

"Super Heavy AP Shells"

Damage of main battery AP shells increased from 5 to 7.5%;

Fire extinguishing time and flooding recovery time reduced from 30 to 25%.

 

"Dead Eye"

Skill changed to "Swift in Silence": Increases your ship's speed by 10% while she remains undetected

 

We strengthened the foregoing skills, as they were conceded to other skills of similar cost in terms of combat effectiveness, which also affected their popularity.

We decided to replace "Dead Eye" with a skill that enhances the battleship's positioning capabilities. "Swift in Silence" will allow battleships to quickly enter the battle or change positions during the battle.

With the release of 0.10.4, all commanders who have learned "Dead Eye" will have battleship skills reset for free. Skills of other classes won't be reset.

Further steps

The next skill changes are not planned until autumn, as improvements and reworks take time to develop and test. We will work to balance a number of skills, and try to improve or replace the most unpopular skills.

Over the last few updates we have been collecting statistics and feedback on how the updated skills have affected the game balance. After the changes in 0.10.4, we plan to focus on the state of individual ships most affected by the skill system update, and make changes if needed.

We're planning a free skill reset for all players as part of the second phase changes expected in autumn.

 

  • Cruiser's skills - "Survivability expert": Still not worth the points

  • "Fearless Brawler" Removed the penalty to the ship's detectability: That makes the skill very interesting, too bad you do not give DD players the option for a reset :Smile_sad:

  • Battleship's skills "Super Heavy AP Shells": Still unattractive with that penalty, when do you learn that BB are supposed to tank? Making that harder is not good game design

  • Battleship's skills "Dead Eye": good thing it is removed, bad thing is that the replacement is useless, you should have given BB the option to get rewarded for getting closer to the enemy

  • you missed a chance to do something about the secondaries, just a token 5% improvement would have been enough as a sign that you recognize the problem

  • at least we get a reset in autumn

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What a joke of a company; who would have seen this coming?  It seems everyone other than WarGaming.

 

 

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On a second thought, you have removed Secondary efficiency from German BBs, now you are removing Dead-eye so no improvement for the guns anymore ... They don't have the best concealment so using Swift in Silence to get into secondary range is only very theoretical ...

 

What do you want to give to German BBs as a compensation for now 2 consecutive nerfs ????

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2 minutes ago, Hugh_Ruka said:

On a second thought, you have removed Secondary efficiency from German BBs, now you are removing Dead-eye so no improvement for the guns anymore ... They don't have the best concealment so using Swift in Silence to get into secondary range is only very theoretical ...

 

What do you want to give to German BBs as a compensation for now 2 consecutive nerfs ????

Geman BBs have been crap long befor the new Commander skill system came out. This just puts them further down at the bottom. 

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Why a speed skill ina battleship and NOT bring back the hit point pool increase ?

That skill remained in cruisers that has no actuall use.

I explain.

A tier 10 cruiser will gain 350*10=3500 point that easily can be overcome by citadel hit. SO that skill is useless for light ships.

Instead those 3500 points ina battleship mean crusial seconds to activate repair consumable from FLOODING and fire after those huge numbers of HE shells so fast launch DDs and Cruisers and limmitless  torpedos of every un detactable Destroyer. Adding extra speed in a battlehip is a joke from its self and mocks all players that favor to play with battleships.

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11 minutes ago, ColonelPete said:
  Reveal hidden contents

In Update 0.10.4, we plan to make the following balance changes:

 

Cruiser's skills

"Survivability expert"

The hit point bonus for each ship tier has been increased from 350 to 450.

The enhanced skill has increased its hit point bonus from 400 to 500.

 

Destroyer's skills

"Extra Heavy AP Shells"

Damage of main battery AP shells increased from 5 to 7.5%

 

"Fearless Brawler"

Removed the penalty to the ship's detectability.

 

Aircraft Carrier's skills

"Enhanced Reactions"

The 25% penalty to the action time of the "Patrol Fighters" or "Interceptor" consumables has been replaced with a 25% bonus.

 

Battleship's skills

"Super Heavy AP Shells"

Damage of main battery AP shells increased from 5 to 7.5%;

Fire extinguishing time and flooding recovery time reduced from 30 to 25%.

 

"Dead Eye"

Skill changed to "Swift in Silence": Increases your ship's speed by 10% while she remains undetected

 

We strengthened the foregoing skills, as they were conceded to other skills of similar cost in terms of combat effectiveness, which also affected their popularity.

We decided to replace "Dead Eye" with a skill that enhances the battleship's positioning capabilities. "Swift in Silence" will allow battleships to quickly enter the battle or change positions during the battle.

With the release of 0.10.4, all commanders who have learned "Dead Eye" will have battleship skills reset for free. Skills of other classes won't be reset.

Further steps

The next skill changes are not planned until autumn, as improvements and reworks take time to develop and test. We will work to balance a number of skills, and try to improve or replace the most unpopular skills.

Over the last few updates we have been collecting statistics and feedback on how the updated skills have affected the game balance. After the changes in 0.10.4, we plan to focus on the state of individual ships most affected by the skill system update, and make changes if needed.

We're planning a free skill reset for all players as part of the second phase changes expected in autumn.

 

  • Cruiser's skills - "Survivability expert": Still not worth the points

  • "Fearless Brawler" Removed the penalty to the ship's detectability: That makes the skill very interesting, too bad you do not give DD players the option for a reset :Smile_sad:

  • Battleship's skills "Super Heavy AP Shells": Still unattractive with that penalty, when do you learn that BB are supposed to tank? Making that harder is not good game design

  • Battleship's skills "Dead Eye": good thing it is removed, bad thing is that the replacement is useless, you should have given BB the option to get rewarded for getting closer to the enemy

  • you missed a chance to do something about the secondaries, just a token 5% improvement would have been enough as a sign that you recognize the problem

  • at least we get a reset in autumn

Pretty much sums it up perfectly. I'd maybe consider using swift in Silence on Georgia. She get's a decent benefit out of it, if the ship increases max speed and not base max speed. But that'd be for the memes only. 99% of BBs will be specced with Conceal, extra heal, and fire prevention. Just like before the rework. Exactly nothing has changed. This rework is a colossal failure. 

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3 minutes ago, Anthoniusii said:

Why a speed skill ina battleship and NOT bring back the hit point pool increase ?

That skill remained in cruisers that has no actuall use.

I explain.

A tier 10 cruiser will gain 350*10=3500 point that easily can be overcome by citadel hit. SO that skill is useless for light ships.

Instead those 3500 points ina battleship mean crusial seconds to activate repair consumable from FLOODING and fire after those huge numbers of HE shells so fast launch DDs and Cruisers and limmitless  torpedos of every un detactable Destroyer. Adding extra speed in a battlehip is a joke from its self and mocks all players that favor to play with battleships.

No BB player worth their salt ever specced extra HP. The BB gained the same extra 3500 hp, which could be taken off by a decent HE salvo. All Tier X cruisers get heals as well. 

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2 minutes ago, Anthoniusii said:

Why a speed skill ina battleship and NOT bring back the hit point pool increase ?

That skill remained in cruisers that has no actuall use.

I explain.

A tier 10 cruiser will gain 350*10=3500 point that easily can be overcome by citadel hit. SO that skill is useless for light ships.

Instead those 3500 points ina battleship mean crusial seconds to activate repair consumable from FLOODING and fire after those huge numbers of HE shells so fast launch DDs and Cruisers and limmitless  torpedos of every un detactable Destroyer. Adding extra speed in a battlehip is a joke from its self and mocks all players that favor to play with battleships.

As a 4 pointer it could have been anything to aid BB specifics:

 

1. Heal efficiency

2. Further fire and flooding mitigation

3. Secondary related skill

4. AA related skill

 

etc...

 

They picked something that will be useless except a select few ships (basically BBs with Speed Boost).

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Vor 8 Minuten, Anthoniusii sagte:

Why a speed skill ina battleship and NOT bring back the hit point pool increase ?

That skill remained in cruisers that has no actuall use.

I explain.

A tier 10 cruiser will gain 350*10=3500 point that easily can be overcome by citadel hit. SO that skill is useless for light ships.

Instead those 3500 points ina battleship mean crusial seconds to activate repair consumable from FLOODING and fire after those huge numbers of HE shells so fast launch DDs and Cruisers and limmitless  torpedos of every un detactable Destroyer. Adding extra speed in a battlehip is a joke from its self and mocks all players that favor to play with battleships.

I like this skill, especially in combination with a premium captain. 500 HP on a T8 kiting cruiser like Irian makes 4000 HP plus, that's nearly 10% HP buff. With no more dead eye on BBs kiting will be awesome again.

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7 minutes ago, Hugh_Ruka said:

As a 4 pointer it could have been anything to aid BB specifics:

 

1. Heal efficiency

2. Further fire and flooding mitigation

3. Secondary related skill

4. AA related skill

 

etc...

 

They picked something that will be useless except a select few ships (basically BBs with Speed Boost).

 

Georgia and Bourgogne are probably the only ones drawin a noticable benefit from it. They get 15% speed boosts, while every other BB is stuck with 8%. And that's assuming there is no CV in the game, otherwise you'll be spotted all the time anyway. 

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12 minutes ago, Thanegoesinsane said:

I like this skill, especially in combination with a premium captain. 500 HP on a T8 kiting cruiser like Irian makes 4000 HP plus, that's nearly 10% HP buff. With no more dead eye on BBs kiting will be awesome again.

Sure, but what do you give up for it? You already have aadrenaline rush, and often consumable expert on tier 3. Not sure if it's worth it. There will be fringe cases, but overall, I'm not sold. On Irian, maybe... but even then, your armor is so bad that a single stray shell will probably kill you. It's one more shell, sure, but still. 

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35 minutes ago, AkainuTaisho said:

 

Georgia and Bourgogne are probably the only ones drawin a noticable benefit from it. They get 15% speed boosts, while every other BB is stuck with 8%. And that's assuming there is no CV in the game, otherwise you'll be spotted all the time anyway. 

Well, balancing in the extreme. From must have skill to nobody uses it skill in 2 patches :-)

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1 hour ago, ColonelPete said:

Cruiser's skills - "Survivability expert": Still not worth the points

It can be good on high tier British light cruisers, and maybe Zao?

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14 minutes ago, DariusJacek said:

It can be good on high tier British light cruisers, and maybe Zao?

The question is 'what do you give up for it instead'. Assuming a non-special captain, you gain 4000 hitpoints. This is only a noticable increase in Zao, because her HP are so pitiful to begin with. The ones benefitting 'the most' will be light cruisers on tier X. What do you sacrifice for it? Where do the 3 points come from? You either drop a 4 point skill, or substitute another 3pointer, which is almost always either adrenaline rush or consumable expert. So either you miss out on an extra heal, radar, sonar, reload boost etc, which not only will get you more HP back  than the other skill gives you in total, but also rids you of utility for your team and/or dpm. Or you miss out on a steady dpm increase in the form of adrenaline rush.

 

And that's for 4000 measly HP. A few overpens from any Tier X BB, or 1/3 citadel hit. Half a Tier X CV strike. 

 

You say light british cruisers. Mino would lose one awesome heal and either a smoke or a Radar and a sonar for this. Or adrenaline rush. Now given minos tendancy to simply get devestated by whatever aims at you, you might argue that adrenaline rush might not be worth it, but do you think 4k extra HP will save you on a regular basis?

 

There will be situations where this skill saves your hide, sure. Where you win a game because you survive with 300 hp where other ships without the skill would have lived. And the other way around, there will be ranked and random games lost to you because the enemy player picked extra HP and you're one overpen short of killing him.

 

But the net benefit of the other Tier3 skills is so much higher it isn't even worth discussing. This is playing the average. You give up on the chance of riddiculous saves/losses for a steady overall increase in power for your ship. Statistically speaking that's never worth it. 99% of games you'll sit with more than 5k HP at the end of the battle, but your contribution overall will have suffered. One less radar to spot the enemy DD in smoke in the cap. One less heal for you to counteract that stupid one-HE-hit fire. Less DefAA, less sonar, less reloadboost... DefAA aside I'd take an extra charge of any one of these consumables every day.

Note that this doesn't apply to fringe cases like 1v1 brawls, where you never get to use your extra consumable. 

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Consider also that the additional HP of SE extends to increased restoration which is % based and the repair value of repair party also, so the net total gain of effective health is greater than 4500 hp.

 

But for most ships, unless SE is providing a ~10% increase to total HP or more then it is not worth even considering. Ships like Smolensk, Colbert, Plymouth, Austin and Zao.

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